5th Edition Character Sheet
Skills
[+] | Name | Bonus | Damage / Type | Range |
---|---|---|---|---|
%0% | %1% | %2% | %3% |
Mage Armor
Identify
Detect Magic
Comprehend Languages
Tenser's Floating Disk
Shield
Magic Missile
Sleep
Level 2Misty Step
Rope Trick
Blur
Mirror Image
Cloud of Daggers
Hold Person
Invisibility
Shadow Blade
Spider Climb
Level 3Tiny Servant
Gaseous Form
Level 4Mage Armor
Identify
Detect Magic
Comprehend Languages
Tenser's Floating Disk
Shield
Magic Missile
Sleep
Level 2
Misty Step
Rope Trick
Blur
Mirror Image
Cloud of Daggers
Hold Person
Invisibility
Shadow Blade
Spider Climb
Level 3
Tiny Servant
Gaseous Form
Level 4
Daggers
Wand
Spellbook
Gnomish
Thieve's Tools
Lute
Dice Set
Light Armor
Dagger
Darts
Slings
Quarterstaffs
Light Crossbows
Scimitar
I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
A typical warforged is between two and thirty years old. The maximum warforged lifespan remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are immune to magical aging effects.
Alignment.
Most warforged take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality, or lack thereof, of the beings with which they served.
Size.
Your size is Medium.
Constructed Resilience.
You were created to have remarkable fortitude, represented by the following benefits:
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
You don't need to eat, drink, or breathe.
You are immune to disease.
You don't need to sleep, and magic can't put you to sleep.
Sentry's Rest.
When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
Integrated Protection.
Your body has built-in defensive layers, which can be enhanced with armor:
You gain a [+1] bonus to Armor Class.
You can don only armor with which you have proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
While you live, the armor incorporated into your body can't be removed against your will.
Specialized Design.
You gain one skill proficiency and one tool proficiency of your choice.
Languages.
You can speak, read, and write Common and one other language of your choice.
Ear to the Ground
You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.
Ritual Casting
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
Training in War and Song
When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.
You also gain proficiency in the Performance skill if you don’t already have it.
Bladesong
Starting at 2nd level, you can invoke an elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.
You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required).
While your Bladesong is active, you gain the following benefits:
You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1)
Your walking speed increases by 10 feet.
You have advantage on Dexterity (Acrobatics) checks.
You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Cantrip Formulas (Optional)
At 3rd level, you have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.
Level 4 ASI(+1 Int, [+1] Dex)
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Level 8 ASI(Telekinetic Feat)
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Their contribution stands as a beacon of hope for all adventurers!